protected override JobHandle OnUpdate(JobHandle inputDeps) { AnimJob job = new AnimJob() { deltaTime = UnityEngine.Time.deltaTime, }; JobHandle handle = job.Schedule(this, inputDeps); return(handle); }
/// <summary> /// 判断是否已经有了这个属性,可以避免用户连续多次执行某个动画 /// </summary> /// <param name="jobs"></param> /// <param name="aJob"></param> /// <returns></returns> private bool UpdateExistProperty(List <AnimJob> jobs, AnimJob aJob) { bool result = false; foreach (Animation.AnimJob current in jobs) { bool flag = current.Property == aJob.Property; if (flag) { result = true; current.Value = aJob.Value; break; } } return(result); }